Title: Castle Blood 1.1 Changelist Post by: pftq on January 04, 2007, 08:02:37 PM Ok I think we have enough changes needed to get a new version started.
Here's what I have done so far: - Explorers granted in beginning of game, but Town Centers not buildable until later. - Longbowmen Guard and later techs enabled. - Final looping award randomized between Mediocre Bombard, Learicorn, and Fluffy - Fort techs and SOME fort units enabled for Natives. - 2 pilgrims at 15000 XP award, 5 pilgrims at 25000 XP - Disable livestock pens - Petards disabled Needed to be done: Please add to the list or you will not see many changes in 1.1! Title: Re: Castle Blood 1.1 Changelist Post by: SenniN on January 05, 2007, 01:53:54 AM Heres what me and my clanmates think should be changed:
-Enable explorers in beginning, make TC disabled -Instead of enabling TC, grant 2-3 vills the first time, then another 4 later on(all the buildings that get made thanks to unlimited vills is pretty insane, plus this is how it was in aoc CB) -Add a few more spawning ronins as your XP count goes up --------------------------------------- I dont think the Monster Truck would be a good idea, with limited vills you would actually be able to kill people without an OP unit. Hope you can do those changes, would rock ^_^ Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 05, 2007, 03:57:42 AM Ok so TC is disabled the whole game then? That's opposite what's been said before :p
Ah well. Ya if TC is disabled I think we can remove the game ender. Also I remember hearing a suggestion of getting upgrades per award... good/bad? Title: Re: Castle Blood 1.1 Changelist Post by: SenniN on January 05, 2007, 03:05:56 PM Ok so TC is disabled the whole game then? That's opposite what's been said before :p Ah well. Ya if TC is disabled I think we can remove the game ender. Also I remember hearing a suggestion of getting upgrades per award... good/bad? Like the veteran upgrades etc? Ya that sounds good :) Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 05, 2007, 03:08:20 PM No cause you could get those from barracks :p
I meant custom upgrades - all 50% more attack, or 50% more speed, 10+ range for cannons, etc :p Title: Re: Castle Blood 1.1 Changelist Post by: SenniN on January 06, 2007, 12:03:55 AM Ah ya, custom upgrades would be good. Anything like +range, +speed, +attack, +hp sounds nice :)
Title: Re: Castle Blood 1.1 Changelist Post by: malakas on January 06, 2007, 05:58:45 PM yer I like all these, a thought I have would be when holding the llama your units get a bonus, like more attack/hp/speed/los/range or whatever so it will be worth to hold the llama and not petard lame :P
Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 06, 2007, 07:00:59 PM Well holding the llama lets you win... :p what more can you ask for?
Title: Re: Castle Blood 1.1 Changelist Post by: malakas on January 08, 2007, 10:19:44 AM petard massing wins easier, that's why
if the llama alos boosted an aspect of your army the poor guy in ffa holding it would have more chances :D Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 08, 2007, 06:10:08 PM First I hear complaints that bases are too hard to destroy - now bases are too easy to destroy? :P
Title: Re: Castle Blood 1.1 Changelist Post by: A on January 09, 2007, 08:44:23 AM Can you make the map size bigger .It too small.
Can you make more trees and mountain. it is boring to see the map just like Fort War DONT use Fort War map the change it. it look the same . You should make a house in the middle not the Llama. in AOC there has houses in the middle. Llama dont use it to count the time . It is unfair to win . The people dont know Llama to do. Can you change we can build many outposts , walls Dont Disable to it. Hope you can change 1.1 . THX. Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 09, 2007, 06:43:49 PM Map already is lagging.... making it bigger would be a bit unplayable :(
Trees and mountains a forest... again - notice how quick the map loads; that's one of many key features (quick loading game). Where exactly would you want to add mountains? People can't see past the edge of the map and it's pointless to put in the mainland as it would only get in people's ways. Please explain how houses would work in middle. Llama - we didn't have it before and the game lasted over an hour every time and often a draw :( Walls ... late game no one can break into anyone else's bases, especially on low seige civilizations. People who played this map before release requested them removed. I'll consider the outposts - but again, a problem is blocking and cluttering the base (people can stick cannons behind and no one would ever win). What do you other guys think? Title: Re: Castle Blood 1.1 Changelist Post by: A on January 09, 2007, 07:53:42 PM the lag is come from you make the water and the sea. ??? ??? ??? ??? ???
try to only make the big land dont use water. so we can more place to attack and build anywhere. try to make test version about more trees , big land ,no water, ;) if no lag use can use it . also, there is a sheep for count XP? dont use sheep in the last, when the hotball come to people base that can control the people sheep and make it die.Dont use sheep instead of other unit. the outpost can protect our Fort or you can make low hp and the wall. that is aoc have that one. i OTHER skill: when first in game the houses ONLY ONE for 5 pops in the middle that army to attack in less pop.195 if you save the houses you can have 200. Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 09, 2007, 08:00:51 PM No lag is from battles. I know that for a fact (four players, all out)
The sheep won't die... (on island and can't be attacked as it is herd). If you delete it, it's kind of you being ignorant of the rules. For houses - Sioux pop cap cannot be lowered :( Title: Re: Castle Blood 1.1 Changelist Post by: SenniN on January 10, 2007, 12:17:42 AM Oh ya I forgot about the sheep thing I found a pretty big odd bug. Pen/mill needs to be disabled, here's why:
The sheep get 500000HP or something crazy like that. In one game some guy was spamming them, it was annoying as hell, but eventually I was attacking 2 skirmishers of my friends which were surrounded by sheeps. I was attacking with cuirs and since they do splash damage it was spread amongst the sheeps and the skirm was not receiving any damage at all. So thats one reason to remove them, other then it being just plain annoying having 100's of sheep flooding into your base with the alarm going off that you converted them Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 10, 2007, 01:41:00 AM lol ok. Ya no point makin them anyways.
I'll add that to the list - hopefully I can make and release friday. :) Title: Re: Castle Blood 1.1 Changelist Post by: pftq on January 11, 2007, 10:33:31 PM 2 pilgrims at 15k XP, 5 pilgrims at 25k XP. :)
Title: Re: Castle Blood 1.1 Changelist Post by: captain morgan on February 25, 2007, 10:19:27 AM pq what up is morgan yeah i have a suggestion for castle blood ADD OPINICKS BACK cuz russians are by far hte worst civ in castle blood cuz low hp units with ops they dont suck hardcore. like how bad can op be any unit countres them and if some1 masses them dragoons solves it easily. and i never see anyone use russiasn besides me cuz im a dumbass and want to use the worse civ cuz tis me but with oprinicks they can have some siege and to make them not totally op like make htem spawn 20% less and then they cant be massed as fast. adding ops back will jsut make russians normal not op whats so ever
Title: Re: Castle Blood 1.1 Changelist Post by: pftq on February 25, 2007, 11:14:05 AM Everyone voted them out during 1.0-1.1 testing.
Same reasons petards are out of the game. |